C#:
// Все права принадлежат дискорд сообществу https://discord.gg/VgNHPpNrz6
/*
* Copyright (C) 2024 Game4Freak.io
* This mod is provided under the Game4Freak EULA.* Full legal terms can be found at https://game4freak.io/eula/
*/
using Facepunch;
using Newtonsoft.Json;
using Rust;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Oxide.Plugins
{
[Info("House Keys", "VisEntities", "1.2.2")]
[Description("Enables remote control of doors, locks, and turrets in any building.")]
public class HouseKeys : RustPlugin
{
#region Fields
private static HouseKeys _plugin;
private static Configuration _config;
private const int LAYER_BUILDING = Layers.Mask.Deployed | Layers.Mask.Construction;
#endregion Fields
#region Configuration
private class Configuration
{
[JsonProperty("Version")]
public string Version { get; set; }
[JsonProperty("Building Detection Range")]
public float BuildingDetectionRange { get; set; }
[JsonProperty("Building Has To Have Tool Cupboard")]
public bool BuildingHasToHaveToolCupboard { get; set; }
[JsonProperty("Player Has To Have Building Privilege")]
public bool PlayerHasToHaveBuildingPrivilege { get; set; }
[JsonProperty("Player Has To Be Owner Of House Entities")]
public bool PlayerHasToBeOwnerOfHouseEntities { get; set; }
[JsonProperty("Can Teammates Also Control House Entities")]
public bool CanTeammatesAlsoControlHouseEntities { get; set; }
[JsonProperty("Enable Visualization")]
public bool EnableVisualization { get; set; }
[JsonProperty("Visualization Duration Seconds")]
public float VisualizationDurationSeconds { get; set; }
}
protected override void LoadConfig()
{
base.LoadConfig();
_config = Config.ReadObject<Configuration>();
if (string.Compare(_config.Version, Version.ToString()) < 0)
UpdateConfig();
SaveConfig();
}
protected override void LoadDefaultConfig()
{
_config = GetDefaultConfig();
}
protected override void SaveConfig()
{
Config.WriteObject(_config, true);
}
private void UpdateConfig()
{
PrintWarning("Config changes detected! Updating...");
Configuration defaultConfig = GetDefaultConfig();
if (string.Compare(_config.Version, "1.0.0") < 0)
_config = defaultConfig;
if (string.Compare(_config.Version, "1.1.0") < 0)
{
_config.BuildingHasToHaveToolCupboard = defaultConfig.BuildingHasToHaveToolCupboard;
_config.PlayerHasToHaveBuildingPrivilege = defaultConfig.PlayerHasToHaveBuildingPrivilege;
}
if (string.Compare(_config.Version, "1.2.0") < 0)
{
_config.PlayerHasToBeOwnerOfHouseEntities = defaultConfig.PlayerHasToBeOwnerOfHouseEntities;
_config.CanTeammatesAlsoControlHouseEntities = defaultConfig.CanTeammatesAlsoControlHouseEntities;
}
PrintWarning("Config update complete! Updated from version " + _config.Version + " to " + Version.ToString());
_config.Version = Version.ToString();
}
private Configuration GetDefaultConfig()
{
return new Configuration
{
Version = Version.ToString(),
BuildingDetectionRange = 25,
BuildingHasToHaveToolCupboard = true,
PlayerHasToHaveBuildingPrivilege = true,
PlayerHasToBeOwnerOfHouseEntities = true,
CanTeammatesAlsoControlHouseEntities = true,
EnableVisualization = true,
VisualizationDurationSeconds = 10f
};
}
#endregion Configuration
#region Oxide Hooks
private void Init()
{
_plugin = this;
PermissionUtil.RegisterPermissions();
}
private void Unload()
{
CoroutineUtil.StopAllCoroutines();
_config = null;
_plugin = null;
}
#endregion Oxide Hooks
#region Permissions
private static class PermissionUtil
{
public const string ALL = "housekeys.all";
public const string TURRET = "housekeys.turret";
public const string CUPBOARD = "housekeys.cupboard";
public const string DOOR = "housekeys.door";
public const string LOCK = "housekeys.lock";
public const string TRAP = "housekeys.trap";
public const string BYPASS = "housekeys.bypass";
private static readonly List<string> _permissions = new List<string>
{
ALL,
TURRET,
CUPBOARD,
DOOR,
LOCK,
TRAP,
BYPASS,
};
public static void RegisterPermissions()
{
foreach (var permission in _permissions)
{
_plugin.permission.RegisterPermission(permission, _plugin);
}
}
public static bool HasPermission(BasePlayer player, string permissionName)
{
return _plugin.permission.UserHasPermission(player.UserIDString, permissionName);
}
}
#endregion Permissions
#region Helper Classes
private static class BuildingUtil
{
public static BuildingManager.Building TryGetBuildingForEntity(BaseEntity entity, int minimumBuildingBlocks, bool mustHaveBuildingPrivilege = true)
{
BuildingBlock buildingBlock = entity as BuildingBlock;
DecayEntity decayEntity = entity as DecayEntity;
uint buildingId = 0;
if (buildingBlock != null)
{
buildingId = buildingBlock.buildingID;
}
else if (decayEntity != null)
{
buildingId = decayEntity.buildingID;
}
BuildingManager.Building building = BuildingManager.server.GetBuilding(buildingId);
if (building != null &&
building.buildingBlocks.Count >= minimumBuildingBlocks &&
(!mustHaveBuildingPrivilege || building.HasBuildingPrivileges()))
{
return building;
}
return null;
}
}
public static class DrawUtil
{
public static void Box(BasePlayer player, float durationSeconds, Color color, Vector3 position, float radius)
{
player.SendConsoleCommand("ddraw.box", durationSeconds, color, position, radius);
}
public static void Sphere(BasePlayer player, float durationSeconds, Color color, Vector3 position, float radius)
{
player.SendConsoleCommand("ddraw.sphere", durationSeconds, color, position, radius);
}
public static void Line(BasePlayer player, float durationSeconds, Color color, Vector3 fromPosition, Vector3 toPosition)
{
player.SendConsoleCommand("ddraw.line", durationSeconds, color, fromPosition, toPosition);
}
public static void Arrow(BasePlayer player, float durationSeconds, Color color, Vector3 fromPosition, Vector3 toPosition, float headSize)
{
player.SendConsoleCommand("ddraw.arrow", durationSeconds, color, fromPosition, toPosition, headSize);
}
public static void Text(BasePlayer player, float durationSeconds, Color color, Vector3 position, string text)
{
player.SendConsoleCommand("ddraw.text", durationSeconds, color, position, text);
}
}
public static class CoroutineUtil
{
private static readonly Dictionary<string, Coroutine> _activeCoroutines = new Dictionary<string, Coroutine>();
public static void StartCoroutine(string coroutineName, IEnumerator coroutineFunction)
{
StopCoroutine(coroutineName);
Coroutine coroutine = ServerMgr.Instance.StartCoroutine(coroutineFunction);
_activeCoroutines[coroutineName] = coroutine;
}
public static void StopCoroutine(string coroutineName)
{
if (_activeCoroutines.TryGetValue(coroutineName, out Coroutine coroutine))
{
if (coroutine != null)
ServerMgr.Instance.StopCoroutine(coroutine);
_activeCoroutines.Remove(coroutineName);
}
}
public static void StopAllCoroutines()
{
foreach (string coroutineName in _activeCoroutines.Keys.ToArray())
{
StopCoroutine(coroutineName);
}
}
}
#endregion Helper Classes
#region Helper Functions
private BaseEntity GetEntityInSight(BasePlayer player, float distance)
{
RaycastHit raycastHit;
if (Physics.Raycast(player.eyes.HeadRay(), out raycastHit, distance, LAYER_BUILDING, QueryTriggerInteraction.Ignore))
{
BaseEntity entity = raycastHit.GetEntity();
if (entity != null)
{
if (_config.EnableVisualization)
VisualizeDetectedEntityInSight(player, player.eyes.position, raycastHit.point, entity.ShortPrefabName);
return entity;
}
}
return null;
}
public static bool OwnerOrTeammate(BasePlayer player, BaseEntity entity)
{
if (entity.OwnerID == player.userID)
return true;
if (_config.CanTeammatesAlsoControlHouseEntities && AreTeammates(entity.OwnerID, player.userID))
return true;
return false;
}
public static bool AreTeammates(ulong firstPlayerId, ulong secondPlayerId)
{
RelationshipManager.PlayerTeam team = RelationshipManager.ServerInstance.FindPlayersTeam(firstPlayerId);
if (team != null && team.members.Contains(secondPlayerId))
return true;
return false;
}
public static bool AuthedInBuilding(BasePlayer player, BuildingManager.Building building)
{
foreach (var privilege in building.buildingPrivileges)
{
if (privilege.IsAuthed(player))
return true;
}
return false;
}
#endregion Helper Functions
#region Visualization
private void VisualizeDetectedEntityInSight(BasePlayer player, Vector3 startPosition, Vector3 hitPosition, string text)
{
bool wasAdmin = player.IsAdmin;
try
{
if (!wasAdmin)
{
player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, true);
player.SendNetworkUpdateImmediate();
}
DrawUtil.Arrow(player, _config.VisualizationDurationSeconds, Color.black, startPosition, hitPosition, 0.5f);
DrawUtil.Text(player, _config.VisualizationDurationSeconds, Color.white, hitPosition, $"<size=30>{text}</size>");
DrawUtil.Sphere(player, _config.VisualizationDurationSeconds, Color.green, hitPosition, 0.3f);
}
finally
{
if (!wasAdmin)
{
player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, false);
player.SendNetworkUpdateImmediate();
}
}
}
private void VisualizeHouseEntity(BasePlayer player, Vector3 entityPosition, string text)
{
bool wasAdmin = player.IsAdmin;
try
{
if (!wasAdmin)
{
player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, true);
player.SendNetworkUpdateImmediate();
}
DrawUtil.Text(player, _config.VisualizationDurationSeconds, Color.white, entityPosition, $"<size=30>{text}</size>");
DrawUtil.Box(player, _config.VisualizationDurationSeconds, Color.black, entityPosition, 0.5f);
}
finally
{
if (!wasAdmin)
{
player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, false);
player.SendNetworkUpdateImmediate();
}
}
}
#endregion Visualization
#region House Entities Management
#region Doors
private IEnumerator OpenOrCloseDoorsCoroutine(BasePlayer player, BuildingManager.Building building, bool open, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is Door door)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, door))
{
failCount++;
continue;
}
door.SetOpen(open);
successCount++;
if (_config.EnableVisualization)
{
string action = "Closed";
if (open)
{
action = "Opened";
}
VisualizeHouseEntity(player, door.WorldSpaceBounds().position, $"{door.ShortPrefabName}\n{action}");
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
#endregion Doors
#region Locks
private IEnumerator LockOrUnlockLocksCoroutine(BasePlayer player, BuildingManager.Building building, bool locked, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is BaseEntity baseEntity)
{
BaseLock baseLock = baseEntity.GetSlot(BaseEntity.Slot.Lock) as BaseLock;
if (baseLock != null)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, baseLock))
{
failCount++;
continue;
}
baseLock.SetFlag(BaseEntity.Flags.Locked, locked);
successCount++;
if (_config.EnableVisualization)
{
string action = "Unlocked";
if (locked)
{
action = "Locked";
}
VisualizeHouseEntity(player, baseLock.WorldSpaceBounds().position, $"{baseLock.ShortPrefabName}\n{action}");
}
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
private IEnumerator ClearCodeLockAuthsCoroutine(BasePlayer player, BuildingManager.Building building, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is BaseEntity baseEntity)
{
CodeLock codeLock = baseEntity.GetSlot(BaseEntity.Slot.Lock) as CodeLock;
if (codeLock != null)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, codeLock))
{
failCount++;
continue;
}
codeLock.whitelistPlayers.Clear();
codeLock.guestPlayers.Clear();
successCount++;
if (_config.EnableVisualization)
{
VisualizeHouseEntity(player, codeLock.WorldSpaceBounds().position, $"{codeLock.ShortPrefabName}\nAuthorization Cleared");
}
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
private IEnumerator ChangeCodeForCodeLocksCoroutine(BasePlayer player, BuildingManager.Building building, string newCode, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is BaseEntity baseEntity)
{
CodeLock codeLock = baseEntity.GetSlot(BaseEntity.Slot.Lock) as CodeLock;
if (codeLock != null)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, codeLock))
{
failCount++;
continue;
}
codeLock.code = newCode;
codeLock.SetFlag(BaseEntity.Flags.Locked, true);
successCount++;
if (_config.EnableVisualization)
{
VisualizeHouseEntity(player, codeLock.WorldSpaceBounds().position, $"{codeLock.ShortPrefabName}\nCode Changed {newCode}");
}
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
#endregion Locks
#region Traps
private IEnumerator TurnAutoTurretsOffOrOnCoroutine(BasePlayer player, BuildingManager.Building building, bool turnOn, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is AutoTurret autoTurret)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, autoTurret))
{
failCount++;
continue;
}
if (turnOn && autoTurret.IsPowered())
{
autoTurret.InitiateStartup();
successCount++;
}
else if (!turnOn && autoTurret.IsOnline())
{
autoTurret.InitiateShutdown();
successCount++;
}
if (_config.EnableVisualization)
{
string action = "Turned Off";
if (turnOn)
{
action = "Turned On";
}
VisualizeHouseEntity(player, autoTurret.WorldSpaceBounds().position, $"{autoTurret.ShortPrefabName}\n{action}");
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
private IEnumerator UnloadAutoTurretsCoroutine(BasePlayer player, BuildingManager.Building building, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is AutoTurret autoTurret)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, autoTurret))
{
failCount++;
continue;
}
if (UnloadTrapFromAmmo(autoTurret.inventory, dropAmmo: true))
{
successCount++;
if (_config.EnableVisualization)
{
VisualizeHouseEntity(player, autoTurret.WorldSpaceBounds().position, $"{autoTurret.ShortPrefabName}\nUnloaded");
}
if (autoTurret.IsOnline())
{
autoTurret.InitiateShutdown();
}
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
private IEnumerator UnloadTrapsCoroutine(BasePlayer player, BuildingManager.Building building, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is GunTrap || decayEntity is FlameTurret)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, decayEntity))
{
failCount++;
continue;
}
StorageContainer storageContainer = decayEntity as StorageContainer;
if (storageContainer != null)
{
if (UnloadTrapFromAmmo(storageContainer.inventory, dropAmmo: true))
{
successCount++;
if (_config.EnableVisualization)
{
VisualizeHouseEntity(player, decayEntity.WorldSpaceBounds().position, $"{decayEntity.ShortPrefabName}\nUnloaded");
}
}
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
private IEnumerator ClearAutoTurretAuthsCoroutine(BasePlayer player, BuildingManager.Building building, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is AutoTurret autoTurret)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, autoTurret))
{
failCount++;
continue;
}
autoTurret.authorizedPlayers.Clear();
successCount++;
if (_config.EnableVisualization)
{
VisualizeHouseEntity(player, autoTurret.WorldSpaceBounds().position, $"{autoTurret.ShortPrefabName}\nAuthorization Cleared");
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
private IEnumerator SetAutoTurretsAsPeacekeeperOrHostileCoroutine(BasePlayer player, BuildingManager.Building building, bool peacekeeper, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is AutoTurret autoTurret)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, autoTurret))
{
failCount++;
continue;
}
autoTurret.SetPeacekeepermode(peacekeeper);
successCount++;
if (_config.EnableVisualization)
{
string mode = "Hostile";
if (peacekeeper)
{
mode = "Peacekeeper";
}
VisualizeHouseEntity(player, autoTurret.WorldSpaceBounds().position, $"{autoTurret.ShortPrefabName}\n{mode}");
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
private bool UnloadTrapFromAmmo(ItemContainer ammoContainer, bool dropAmmo)
{
if (ammoContainer == null)
{
return false;
}
bool unloaded = false;
List<Item> itemsToUnload = Pool.Get<List<Item>>();
foreach (Item item in ammoContainer.itemList)
{
if (item != null && item.amount > 0)
{
itemsToUnload.Add(item);
}
}
foreach (Item item in itemsToUnload)
{
if (dropAmmo)
{
item.Drop(ammoContainer.dropPosition, ammoContainer.dropVelocity, default(Quaternion));
}
else
{
item.Remove();
}
unloaded = true;
}
Pool.FreeUnmanaged(ref itemsToUnload);
return unloaded;
}
#endregion Traps
#region Tool Cupboards
private IEnumerator ClearCupboardAuthsCoroutine(BasePlayer player, BuildingManager.Building building, Action<int, int> onComplete)
{
int successCount = 0;
int failCount = 0;
foreach (var decayEntity in building.decayEntities)
{
if (decayEntity is BuildingPrivlidge cupboard)
{
if (_config.PlayerHasToBeOwnerOfHouseEntities && !OwnerOrTeammate(player, cupboard))
{
failCount++;
continue;
}
cupboard.authorizedPlayers.Clear();
successCount++;
if (_config.EnableVisualization)
{
VisualizeHouseEntity(player, cupboard.WorldSpaceBounds().position, $"{cupboard.ShortPrefabName}\nAuthorization Cleared");
}
}
yield return null;
}
if (onComplete != null)
{
onComplete.Invoke(successCount, failCount);
}
}
#endregion Tool Cupboards
#endregion House Entities Management
#region Commands
private static class Cmd
{
/// <summary>
/// house.door open
/// house.door close
/// </summary>
public const string DOOR = "house.door";
/// <summary>
/// house.lock unlock
/// house.lock lock
/// house.lock auth clear
/// house.lock code <newcode>
/// </summary>
public const string LOCK = "house.lock";
/// <summary>
/// house.turret on
/// house.turret off
/// house.turret unload
/// house.turret auth clear
/// house.turret peacekeeper
/// house.turret hostile
/// </summary>
public const string TURRET = "house.turret";
/// <summary>
/// house.trap unload
/// </summary>
public const string TRAP = "house.trap";
/// <summary>
/// house.cupboard auth clear
/// </summary>
public const string CUPBOARD = "house.cupboard";
}
[ChatCommand(Cmd.DOOR)]
private void cmdDoor(BasePlayer player, string cmd, string[] args)
{
if (player == null)
return;
if (!PermissionUtil.HasPermission(player, PermissionUtil.DOOR) && !PermissionUtil.HasPermission(player, PermissionUtil.ALL))
{
SendMessage(player, Lang.NoPermission);
return;
}
if (args.Length != 1 || (args[0] != "open" && args[0] != "close"))
{
SendMessage(player, Lang.InvalidArgs,
$" -<color=#F0E68C> {Cmd.DOOR} open</color>\n" +
$" -<color=#F0E68C> {Cmd.DOOR} close</color>");
return;
}
bool open = args[0] == "open";
BaseEntity entity = GetEntityInSight(player, _config.BuildingDetectionRange);
if (entity == null)
{
SendMessage(player, Lang.NoEntityFound);
return;
}
BuildingManager.Building building = BuildingUtil.TryGetBuildingForEntity(entity, minimumBuildingBlocks: 1, _config.BuildingHasToHaveToolCupboard);
if (building == null)
{
SendMessage(player, Lang.NoBuildingFound);
return;
}
if (_config.PlayerHasToHaveBuildingPrivilege && !AuthedInBuilding(player, building))
{
SendMessage(player, Lang.NoAuthorization);
return;
}
if (_config.PlayerHasToHaveBuildingPrivilege && !AuthedInBuilding(player, building) && !PermissionUtil.HasPermission(player, PermissionUtil.BYPASS))
{
SendMessage(player, Lang.NoAuthorization);
return;
}
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("OpenOrCloseDoors", OpenOrCloseDoorsCoroutine(player, building, open, (successCount, failCount) =>
{
if (open)
{
if (successCount > 0)
SendMessage(player, Lang.DoorsOpened, successCount);
else
SendMessage(player, Lang.NoDoorsToOpen);
}
else
{
if (successCount > 0)
SendMessage(player, Lang.DoorsClosed, successCount);
else
SendMessage(player, Lang.NoDoorsToClose);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
[ChatCommand(Cmd.LOCK)]
private void cmdLock(BasePlayer player, string cmd, string[] args)
{
if (player == null)
return;
if (!PermissionUtil.HasPermission(player, PermissionUtil.LOCK) && !PermissionUtil.HasPermission(player, PermissionUtil.ALL))
{
SendMessage(player, Lang.NoPermission);
return;
}
if (args.Length < 1 || (args[0] != "unlock" && args[0] != "lock" && args[0] != "auth" && args[0] != "code"))
{
SendMessage(player, Lang.InvalidArgs,
$" -<color=#F0E68C> {Cmd.LOCK} unlock</color>\n" +
$" -<color=#F0E68C> {Cmd.LOCK} lock</color>\n" +
$" -<color=#F0E68C> {Cmd.LOCK} auth clear</color>\n" +
$" -<color=#F0E68C> {Cmd.LOCK} code <newcode></color>");
return;
}
BaseEntity entity = GetEntityInSight(player, _config.BuildingDetectionRange);
if (entity == null)
{
SendMessage(player, Lang.NoEntityFound);
return;
}
BuildingManager.Building building = BuildingUtil.TryGetBuildingForEntity(entity, minimumBuildingBlocks: 1, _config.BuildingHasToHaveToolCupboard);
if (building == null)
{
SendMessage(player, Lang.NoBuildingFound);
return;
}
if (_config.PlayerHasToHaveBuildingPrivilege && !AuthedInBuilding(player, building) && !PermissionUtil.HasPermission(player, PermissionUtil.BYPASS))
{
SendMessage(player, Lang.NoAuthorization);
return;
}
if (args[0] == "unlock")
{
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("LockOrUnlockLocks", LockOrUnlockLocksCoroutine(player, building, false, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.LocksUnlocked, successCount);
}
else
{
SendMessage(player, Lang.NoLocksToUnlock);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else if (args[0] == "lock")
{
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("LockOrUnlockLocks", LockOrUnlockLocksCoroutine(player, building, true, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.LocksLocked, successCount);
}
else
{
SendMessage(player, Lang.NoLocksToLock);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else if (args[0] == "auth" && args.Length == 2 && args[1] == "clear")
{
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("ClearCodeLockAuths", ClearCodeLockAuthsCoroutine(player, building, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.AuthCleared, successCount);
}
else
{
SendMessage(player, Lang.NoAuthToClear);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else if (args[0] == "code" && args.Length == 2)
{
string newCode = args[1];
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("ChangeCodeForCodeLocks", ChangeCodeForCodeLocksCoroutine(player, building, newCode, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.CodeChanged, successCount, newCode);
}
else
{
SendMessage(player, Lang.NoCodesToChange);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else
{
SendMessage(player, Lang.InvalidArgs,
$" -<color=#F0E68C> {Cmd.LOCK} unlock</color>\n" +
$" -<color=#F0E68C> {Cmd.LOCK} lock</color>\n" +
$" -<color=#F0E68C> {Cmd.LOCK} auth clear</color>\n" +
$" -<color=#F0E68C> {Cmd.LOCK} code <newcode></color>");
}
}
[ChatCommand(Cmd.TURRET)]
private void cmdTurret(BasePlayer player, string cmd, string[] args)
{
if (player == null)
return;
if (!PermissionUtil.HasPermission(player, PermissionUtil.TURRET) && !PermissionUtil.HasPermission(player, PermissionUtil.ALL))
{
SendMessage(player, Lang.NoPermission);
return;
}
if (args.Length < 1 || (args[0] != "on" && args[0] != "off" && args[0] != "unload" && args[0] != "auth" && args[0] != "peacekeeper" && args[0] != "hostile"))
{
SendMessage(player, Lang.InvalidArgs,
$" -<color=#F0E68C> {Cmd.TURRET} on</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} off</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} unload</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} auth clear</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} peacekeeper</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} hostile</color>");
return;
}
BaseEntity entity = GetEntityInSight(player, _config.BuildingDetectionRange);
if (entity == null)
{
SendMessage(player, Lang.NoEntityFound);
return;
}
BuildingManager.Building building = BuildingUtil.TryGetBuildingForEntity(entity, minimumBuildingBlocks: 1, _config.BuildingHasToHaveToolCupboard);
if (building == null)
{
SendMessage(player, Lang.NoBuildingFound);
return;
}
if (_config.PlayerHasToHaveBuildingPrivilege && !AuthedInBuilding(player, building) && !PermissionUtil.HasPermission(player, PermissionUtil.BYPASS))
{
SendMessage(player, Lang.NoAuthorization);
return;
}
if (args[0] == "on" || args[0] == "off")
{
bool turnOn = args[0] == "on";
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("TurnAutoTurretsOffOrOn", TurnAutoTurretsOffOrOnCoroutine(player, building, turnOn, (successCount, failCount) =>
{
if (turnOn)
{
if (successCount > 0)
SendMessage(player, Lang.TurretsOn, successCount);
else
SendMessage(player, Lang.NoTurretsToTurnOn);
}
else
{
if (successCount > 0)
SendMessage(player, Lang.TurretsOff, successCount);
else
SendMessage(player, Lang.NoTurretsToTurnOff);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else if (args[0] == "unload")
{
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("UnloadAutoTurrets", UnloadAutoTurretsCoroutine(player, building, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.TurretsUnloaded, successCount);
}
else
{
SendMessage(player, Lang.NoTurretsToUnload);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else if (args[0] == "auth" && args.Length == 2 && args[1] == "clear")
{
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("ClearAutoTurretAuths", ClearAutoTurretAuthsCoroutine(player, building, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.TurretAuthCleared, successCount);
}
else
{
SendMessage(player, Lang.NoTurretAuthToClear);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else if (args[0] == "peacekeeper")
{
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("SetAutoTurretsAsPeacekeeperOrHostile", SetAutoTurretsAsPeacekeeperOrHostileCoroutine(player, building, true, (successCount, failCount) =>
{
SendMessage(player, Lang.TurretsPeacekeeper, successCount);
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else if (args[0] == "hostile")
{
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("SetAutoTurretsAsPeacekeeperOrHostile", SetAutoTurretsAsPeacekeeperOrHostileCoroutine(player, building, false, (successCount, failCount) =>
{
SendMessage(player, Lang.TurretsHostile, successCount);
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
else
{
SendMessage(player, Lang.InvalidArgs,
$" -<color=#F0E68C> {Cmd.TURRET} on</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} off</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} unload</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} auth clear</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} peacekeeper</color>\n" +
$" -<color=#F0E68C> {Cmd.TURRET} hostile</color>");
}
}
[ChatCommand(Cmd.CUPBOARD)]
private void cmdCupboard(BasePlayer player, string cmd, string[] args)
{
if (player == null)
return;
if (!PermissionUtil.HasPermission(player, PermissionUtil.CUPBOARD) && !PermissionUtil.HasPermission(player, PermissionUtil.ALL))
{
SendMessage(player, Lang.NoPermission);
return;
}
if (args.Length != 2 || args[0] != "auth" || args[1] != "clear")
{
SendMessage(player, Lang.InvalidArgs,
$" -<color=#F0E68C> {Cmd.CUPBOARD} auth clear</color>");
return;
}
BaseEntity entity = GetEntityInSight(player, _config.BuildingDetectionRange);
if (entity == null)
{
SendMessage(player, Lang.NoEntityFound);
return;
}
BuildingManager.Building building = BuildingUtil.TryGetBuildingForEntity(entity, minimumBuildingBlocks: 1, _config.BuildingHasToHaveToolCupboard);
if (building == null)
{
SendMessage(player, Lang.NoBuildingFound);
return;
}
if (_config.PlayerHasToHaveBuildingPrivilege && !AuthedInBuilding(player, building) && !PermissionUtil.HasPermission(player, PermissionUtil.BYPASS))
{
SendMessage(player, Lang.NoAuthorization);
return;
}
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("ClearCupboardAuths", ClearCupboardAuthsCoroutine(player, building, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.CupboardAuthCleared, successCount);
}
else
{
SendMessage(player, Lang.NoCupboardAuthToClear);
}
if (failCount > 0)
{
SendMessage(player, Lang.NoOwnership, failCount);
}
}));
}
[ChatCommand(Cmd.TRAP)]
private void cmdTrap(BasePlayer player, string cmd, string[] args)
{
if (player == null)
return;
if (!PermissionUtil.HasPermission(player, PermissionUtil.TRAP) && !PermissionUtil.HasPermission(player, PermissionUtil.ALL))
{
SendMessage(player, Lang.NoPermission);
return;
}
if (args.Length != 1 || args[0] != "unload")
{
SendMessage(player, Lang.InvalidArgs,
$" -<color=#F0E68C> {Cmd.TRAP} unload</color>");
return;
}
BaseEntity entity = GetEntityInSight(player, _config.BuildingDetectionRange);
if (entity == null)
{
SendMessage(player, Lang.NoEntityFound);
return;
}
BuildingManager.Building building = BuildingUtil.TryGetBuildingForEntity(entity, minimumBuildingBlocks: 1, _config.BuildingHasToHaveToolCupboard);
if (building == null)
{
SendMessage(player, Lang.NoBuildingFound);
return;
}
if (_config.PlayerHasToHaveBuildingPrivilege && !AuthedInBuilding(player, building) && !PermissionUtil.HasPermission(player, PermissionUtil.BYPASS))
{
SendMessage(player, Lang.NoAuthorization);
return;
}
SendMessage(player, Lang.ScanningBuilding);
CoroutineUtil.StartCoroutine("UnloadTraps", UnloadTrapsCoroutine(player, building, (successCount, failCount) =>
{
if (successCount > 0)
{
SendMessage(player, Lang.TrapsUnloaded, successCount);
}
else
{
// ... [Code preview truncated due to length. Full source in attached file] ...